Files
blight/blight-assets/src/main/resources/Shaders/GrassSeed.vert

35 lines
1.0 KiB
GLSL

uniform mat4 g_WorldViewProjectionMatrix;
uniform mat4 g_WorldMatrix;
uniform float g_Time;
uniform float m_WindSpeed;
uniform float m_WindStrength;
uniform vec2 m_WindDir;
in vec3 inPosition;
in vec2 inTexCoord; // echte UV-Koordinaten der Samen-Textur
out vec2 varUV;
void main() {
vec4 pos = vec4(inPosition, 1.0);
vec2 worldXZ = (g_WorldMatrix * pos).xz;
float t = g_Time * m_WindSpeed;
vec2 windN = (dot(m_WindDir, m_WindDir) > 0.001) ? normalize(m_WindDir) : vec2(0.0, 1.0);
float wavePhase = dot(worldXZ, windN);
float randPhase = fract(sin(dot(worldXZ, vec2(127.1, 311.7))) * 43758.5453) * 6.2832;
float sway = sin(t * 2.1 + wavePhase * 0.10 + randPhase) * 0.6
+ sin(t * 1.4 + wavePhase * 0.06 + randPhase * 0.73) * 0.4;
// Samen sitzen immer an der Spitze → voller Windfaktor (wf = 1.0)
float bend = sway * m_WindStrength;
pos.x += windN.x * bend;
pos.z += windN.y * bend;
varUV = inTexCoord;
gl_Position = g_WorldViewProjectionMatrix * pos;
}